| Mod | Save | ||
|---|---|---|---|
| STR | 6 | −2 | −2 |
| DEX | 15 | +2 | +4 |
| CON | 14 | +2 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 12 | +1 | +1 |
| CHA | 12 | +1 | +1 |
Traits
Keen Senses
Cinderveil has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Limited Telepathy
Cinderveil can magically communicate simple ideas, emotions, and images telepathically with a creature it can see within 100 feet of it that understands a language.
Infernal Resilience
Cinderveil has resistance to fire damage.
It also has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t silvered.
Faint ember-runes glow across its scales when it takes damage.
Fade into Embers
Cinderveil magically turns invisible until it attacks, forces a creature to make a saving throw, or until its concentration ends (as if concentrating on a spell). Any equipment it is wearing or carrying becomes invisible with it.
While invisible in this way, a faint smell of smoke lingers in the air where it moved.
Hellish Link
While Cinderveil is within 30 feet of its bonded master:
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When its master gains temporary hit points from Dark One’s Blessing, Cinderveil gains 3 temporary hit points.
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When Cinderveil hits a creature with its Sting, the next melee attack its master makes against that creature before the end of the master’s next turn deals an extra 1d4 fire damage.
Coordinated Predator
If its master uses the Pact of the Chain feature to forgo one attack so Cinderveil can attack with its reaction, Cinderveil has advantage on that attack roll.
If the target has been affected by Extract Aspects, the saving throw DC of Cinderveil’s Sting increases by 1.
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d4 + 3 piercing damage.
Small but sharp — mainly for when poison isn’t ideal.
Sting
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 1d4 + 3 piercing damage plus 2d4 poison damage, and the target must succeed on a DC 11 Constitution saving throw or become Poisoned for 1 hour.
If the saving throw fails by 5 or more, the target falls Unconscious for the same duration, until it takes damage, or until another creature uses an action to shake it awake.
Infernal Surge (1/Short Rest)
Cinderveil channels its hellish spark through its Sting.
When it hits with Sting, it can cause the poison damage to become fire damage instead. The target must make the saving throw with disadvantage if it has taken fire damage since the end of its last turn.
If the target fails the saving throw, its speed is reduced by 10 feet until the end of its next turn.
Smoke Veil
Cinderveil magically turns invisible until the start of its next turn, or until it attacks or forces a creature to make a saving throw.
While invisible in this way, it leaves behind faint drifting embers in the space it occupied.
(Short duration so it’s tactical, not permanent invisibility spam.)
Draconic Assist
Cinderveil takes the Help action to aid its bonded master in attacking a creature within 5 feet of it.
If the assisted attack hits, the target takes an additional 1 fire damage as embers flare across the wound.
Ember Dart (1/Short Rest)
Cinderveil exhales a tiny mote of infernal flame at a creature it can see within 30 feet.
The target must succeed on a DC 11 Dexterity saving throw or take 1d6 fire damage.
If the target has been hit by its master this turn, it has disadvantage on the saving throw.
Pact Skirmisher
If its master takes the Attack action and is within 10 feet of Cinderveil, the dragon can immediately move up to half its flying speed without provoking opportunity attacks.
Ember Slip
When a creature Cinderveil can see targets it with an attack while it is invisible, it can move up to half its flying speed without provoking opportunity attacks.
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